Game-Based Learning
In short - game-based learning is defined in reaching educational goals through the means of playing a game,
A game, in this case, serves as the environment, the facilitator (optional) and the method of enabling the learner to achieve the educational goal. GBL (Game-based learning) incorporates game design elements, such as instantaneous feedback, an immersive nature and scaffolding techniques into non-game contexts in order to push learners to the edge of their capabilities. This form of active learning has been shown to increase learners' interest and motivation (Eichelman et al. 2015, 2).
Running a game-based learning activity usually translates into interest in the results it brings. In Human Resources Development these results are often specific and predetermined and, through the process of selecting the appropriate game, create learning objectives or goals.
Learning goals can be practically anything that an educator sets out to convey - it is the presence of an educational goal that distinguishes an entertaining game from an educational one; put in proper context any game could be interpreted as a learning experience to some extent. Even Poker can be used to improve risk assessment, situational analysis and reading body language and social cues.
But to avoid confusion - serious games have been brought up. These are the games that are generally defined by their purpose to both educate and entertain. The entertainment component aims at players' enjoyment as it maximises learning. Additionally, game design provides challenges to players, who in turn become engaged with the game-world and drive the play forward, resulting in them dealing with and handling (demanding) situations in a fashion that is very similar to real-world problems.
Simply put, playing a serious game provides a training ground for companies to develop skills before they are needed. Besides the benefits of the low costs of running such learning programmes, employees experience zero stress when experimenting and making mistakes in the safe space of the game world.
This concept is heavily used with our products: edu-larps and board games.
A game, in this case, serves as the environment, the facilitator (optional) and the method of enabling the learner to achieve the educational goal. GBL (Game-based learning) incorporates game design elements, such as instantaneous feedback, an immersive nature and scaffolding techniques into non-game contexts in order to push learners to the edge of their capabilities. This form of active learning has been shown to increase learners' interest and motivation (Eichelman et al. 2015, 2).
Running a game-based learning activity usually translates into interest in the results it brings. In Human Resources Development these results are often specific and predetermined and, through the process of selecting the appropriate game, create learning objectives or goals.
Learning goals can be practically anything that an educator sets out to convey - it is the presence of an educational goal that distinguishes an entertaining game from an educational one; put in proper context any game could be interpreted as a learning experience to some extent. Even Poker can be used to improve risk assessment, situational analysis and reading body language and social cues.
But to avoid confusion - serious games have been brought up. These are the games that are generally defined by their purpose to both educate and entertain. The entertainment component aims at players' enjoyment as it maximises learning. Additionally, game design provides challenges to players, who in turn become engaged with the game-world and drive the play forward, resulting in them dealing with and handling (demanding) situations in a fashion that is very similar to real-world problems.
Simply put, playing a serious game provides a training ground for companies to develop skills before they are needed. Besides the benefits of the low costs of running such learning programmes, employees experience zero stress when experimenting and making mistakes in the safe space of the game world.
This concept is heavily used with our products: edu-larps and board games.

A lot more on this topic is available in the Imagine This book.
Included is a deeper understanding of how game-based learning comes down into company culture(s), personal experiences, game mechanics, term explanations and much more.
Click here to check the book out.
Included is a deeper understanding of how game-based learning comes down into company culture(s), personal experiences, game mechanics, term explanations and much more.
Click here to check the book out.